Do you think PoE needs a "Loot 2.0" overhaul?

Do you think PoE needs a "Loot 2.0" overhaul?

POE needs whatever GGG thinks it needs and nothing more.

Developers know what fun is,just ask them and they'll tell you for sure.

Oh and while we all partake in that fun we should all be thankfull and hope they double it.

What I'd kinda like to see is the ability to farm certain areas to find certain items... even if the RNG chance is just slightly more than other areas.

If there's something I need for a build, I'd like to figure out where I can find it, as opposed to being "forced" to trade for it like in D*****.

PoE has a lot more things that have to be RNG'd than other games of the genre. You have to get the right affixes, then the right level of affixes, then the number of sockets, then color of sockets and finally links. Most loot games only have affixes and level of affixes, PoE adds three more layers in terms of # of sockets, color and links. Since all of them are RNG, a player has to get pretty lucky to get a good usable high level item.

PoE sort of helps this by having TONS of loot drop, thus increasing the chance of good items but I would prefer less items but of higher quality.

I don't know if that's what 'Loot 2.0' means but that's my take on the loot in PoE.
Well short answer: no. After playing D3 PTR for a while now...no. I like D3 in a kind of childish way but it's just not as good of a game. PoE already has build defining uniques and we reeeally don't need account binding or "smart drops". The itemization is one of the biggest strong suits of this game, from gems to the currency system to maps to the way that uniques are designed. We don't need this game to be changed in the direction of super self found account bound crap. I think it's ok that Diablo is doing that now cause it just further corners themselves into that casual PS3/XBOX 360 niche they have been going for. But for a game as complex as this, we really don't need to dumb it down at all.
Domination IGN: The_Bloody_Fist and Aurora_Temptus
http://poexplorer.com/ - Forum Item Search
http://exilestats.com/ex/ - Approximate currency exchange rate.
http://www.poebuilder.com/ - Advanced skill tree builder.
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mustafa2812 написал:
Well short answer: no. After playing D3 PTR for a while now...no. I like D3 in a kind of childish way but it's just not as good of a game. PoE already has build defining uniques and we reeeally don't need account binding or "smart drops". The itemization is one of the biggest strong suits of this game, from gems to the currency system to maps to the way that uniques are designed. We don't need this game to be changed in the direction of super self found account bound crap. I think it's ok that Diablo is doing that now cause it just further corners themselves into that casual PS3/XBOX 360 niche they have been going for. But for a game as complex as this, we really don't need to dumb it down at all.



Interesting, I'm just rather intrigued how you see finding your own loot which would be BtA (with as yet undetermined drop rates) as dumbing down, casualising and less complex than, well, than simple shopping. Simply buying a made to measure piece stat for stat by pulling it off of an indexer.

Quite amazing, really.
Casually casual.

Последняя редакция: TheAnuhart#4741. Время: 28 янв. 2014 г., 10:08:29
yes
Crafting doesn't exist in POE. Gambling does...and the house always wins.

Velocireptile - I LOL'ed. Which made me fart. I wish the office were empty right now :(

Hardlicker - I had to push the dog out of the way so I could get to the sexy quilt.
The verboseness of the currency makes even white items valuable at high levels. I know I myself like to see the good stuff drop more. Most of the good items are probably user created with currency.
Последняя редакция: 0xFADE#7936. Время: 28 янв. 2014 г., 11:16:59
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GOuronos написал:

As for Crafting: After reading this threads I understand crafting a lot better. Which is both good and bad. Good, because now I understand that everything about crafting is random success. Bad, because without a way to guarantee some type of success at some point really makes me sad, and has me reconsidering continued playing.



There is a random element to all of it, every roll is random within the possibilities of the given item and weighted against you getting the most op roll possible in a lot of cases. However, like most things in this game a lot of it comes down to knowledge too. Knowing what items are probably achievable with your current orb supply, what items are beyond your current orbs and you need to find/trade for etc. You can craft with intent and get what you want, understanding if you can probably afford it in advance is essential, as is picking the right method of crafting for the given item. Some items like top tier phys daggers or wands are almost certainly going to be beyond you no matter what you do, something like a fairly decent life based chest armour is comparatively easy.

I wouldnt be turned off the game by the things were all saying. Theres truth in what most people are saying but PoE is a game with a lot of walls you can bang your head against and always will be. The amount of walls you need to bang your head against though has been greatly reduced over the last year.

Theres a lot of information needed in this game. Passives, items, tactics, skills, supports, affixes, mobs, probabilities, values, mechanics... its an interwoven thing at all stages. I said it in a thread recently and I think its worth mentioning here, people start in fresh economies on day 1, waiting to go from the first second of a league. In 1 sitting they get to 60-70, theyre in act3 merciless ready to farm piety, start running maps, do the endgame thing. They can do this consistently every time and stream the whole thing. Yes theres a lot of bad choices you can make in this game, snd some of them will be things that you want to do, even things that you even have the impression are the 'right' things to do. But you can still drop someone like Nugi in a fresh economy any given sunday and he will grind that thing right through to where he wants to be. No rng is going to stop him getting to endgame because he has a proper understanding of what is effecting him.

Theres many players like this, enough to say for sure that if you try to understand whats going on at all levels of the game, play hard and pick your battles wisely you can consistently beat this game up regardless of walls, rng, 1 shot mechanics or anything else people tell you is game breaking. Deep into endgame when you are chasing down gear way beyond what you need and running ridiculously hard rolled high tier maps things do get a little rng harsh. But thats a good thing in a lot of cases, thats why you can grind this game for 3000 hours and still have things to find and try out.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
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Snorkle_uk написал:

You can craft with intent and get what you want, understanding if you can probably afford it in advance is essential, as is picking the right method of crafting for the given item. Some items like top tier phys daggers or wands are almost certainly going to be beyond you no matter what you do, something like a fairly decent life based chest armour is comparatively easy.


I dunno...based on my experience (I've only been playing for a bit over 3 months now, though I do play a lot) it's virtually impossible for the average player to craft anything with intent. Unless you're talking about adding sockets and linking them.

If I want to start with a rare item that hasn't rolled all 6 affixes and try to add the ones I want, I need multiple eternals and multiple exalts. I've seen one exalt drop in hundreds of hours of play, and never an eternal.

If I want to start with a white item, I need more of the above plus hordes of alts and regals. Alts of course are pretty common, but I think I've seen 4 regals drop, ever.

Like I said in a previous post, I think the idea of crafting in this game is cool, and can be very rewarding. Only a very small number of people ever really get to participate in it, though.
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tienbasse написал:
Rather than fixing loot (which I don't think is particularly bad), they should just focus on Crafting 2.0 and Resync 2.0...


+1

Also, 'a trade system' 'a currency system that works as currency'.

The current your suppose to trade for gear, it's designed that way, is fine. But having to be online 24/7 in game, but not playing, just trying to trade goods 5 days of the week per 3 days playing isn't fun.

The 'currency' system is just not currency. In real life, if I go to a shop and buy something for $1.50 I don't have to ague with the shop keep, because a 50cent coin isn't worth half a $ to the shop keep. Then have to find some random guy on the street, who will only give me 3 20cent coins for a $...

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